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Need Mayahelp

Posted: Sat Jan 28, 2012 3:30 am
by Bliccer
I need some help from you guys regarding a Mayaproblem (or a problem for me not for me Maya...)

Pic: http://db.tt/UMWfHJB6

I want to have a nice transition between the stones (2 stone textures) and the moss. Is there any way too tell the renderer where it should do the transition, like the alpha blending textures in Radiant?
And I don't want to waste another texture on this, actually, because I need one with and one without moss. I tried it with the mib blending thing and the layeredtexture node, but I can't get any proper transition from 100 (base of altar) to 0 (half of ornament/stone texture). And worse even one is tiled.
Would be awesome if you could help me out here... That's the last thing on my todo list to finish this scene.

Also I've got this problem:
http://db.tt/8PKkCArN

It's just a stonetexture with displacement mapping. But it has a lot of jagged regions in the distance and in the near.

Re: Need Mayahelp

Posted: Sat Jan 28, 2012 4:06 am
by obsidian
Note: I use 3ds Max so some of the terminology/methods might be different.

Problem 1: Yes. Either submaterials or vertex alpha painting.
  • Submaterials works kind of like layers in Photoshop, you can assign different submaterials within a material and then have them blend according to your specifications. If you're exporting the model (say to a game engine) check to see that your product supports submaterials, Quake 3 for instance does not.
  • Vertex alpha painting works a lot like Radiant but rather than assign vertex alpha values via dotproduct or volumetric flags, you "paint" on vertex alpha values.
Problem 2: Hard to tell, but I think the kind of displacement map you are using only displaces polygons, so the amount of detail depends heavily on the relative sizes of the polygons. If this is for a still image or animation, you could subdivide a few times to get a higher poly mesh. Otherwise, work with normalmaps or other types of virtual displacement maps.

Re: Need Mayahelp

Posted: Sat Jan 28, 2012 11:37 am
by Bliccer
to A: I guess that' also possible in Maya. But coudln't find it on the net. Googled for vertex alpha blending or paint alpha. Nothing good came up. Maybe I clicked on the wrong links.

to B: Kay. let me subdivide my plane.

EDIT: I've just made a sweet transition, of course with a ramp node... how could I forget that little thing =) BUT for one texture I need a bump mapping and I can't add it onto the projection node which leads into the ramp node. So... how to get the nice normal map?

Re: Need Mayahelp

Posted: Sun Jan 29, 2012 5:26 am
by obsidian

Re: Need Mayahelp

Posted: Sun Jan 29, 2012 9:46 am
by Bliccer
Thank you for your help.
Going through all those ramps and layered shaders nodes et.c kind of made me blind what I should actually do. Since I only had to use one normalmap, I just put that into the first lambert in the front which is then connected to the ramp node. Since moss is also growing into the cracks it toally looks fine. But maybe it doesn't help next time... don't know.